Mesh Instancer / Reference

Feature reference

v1.2.0Editor plugin
  • UE 5.5–5.8
On this pageAt a glanceWhere to find itChoosing the result typeHow pieces are groupedSkipped componentsWhat a conversion createsThe Convert dialogEditing instancesBreaking out componentsSettingsConsole commandsMessagesLimits

Everything Mesh Instancer adds to the editor: menu entries, conversion rules, the Mesh Instances panel, breaking out, every setting, and the messages you may see.

At a glance#

Item Details
Plugin type Editor only
Editor platforms Windows, macOS, Linux
Engine versions UE 5.5–5.8
Packaged games Adds nothing. The results are standard Instanced Static Mesh, Hierarchical Instanced Static Mesh, and Static Mesh components. They work in packaged games and keep working if you disable the plugin later.
Blueprint nodes None
Settings Editor Preferences → Plugins → Mesh Instancer, saved per user for this project

Where to find it#

Right-click in the Components panel of an Actor Blueprint, or in Details → Components for an actor selected in a level.

Menu entry Shown when Acts on
Convert to Instanced Mesh → Hierarchical Instanced Static Mesh The selection includes a plain static mesh component with a mesh assigned. The whole selection.
Convert to Instanced Mesh → Instanced Static Mesh Same. The whole selection.
Show Instances The selection includes an instanced static mesh component. The first selected instanced component.
Break to Static Mesh Components Same. The first selected instanced component.
Enable Instance Editing A selected instanced component's instances cannot be clicked yet. Every selected instanced component.

Tools → Mesh Instances, in the Mesh Instancer section, opens the Mesh Instances panel.

The shortcut shown beside that menu entry, and the Mesh Instancer commands under Editor Preferences → Keyboard Shortcuts, have no effect in the current version. Use the menus.

Choosing the result type#

Type Suited to
Hierarchical Instanced Static Mesh Scattered or repeated geometry. Instances are culled and use levels of detail individually.
Instanced Static Mesh Instances are drawn together without individual culling, with less overhead. Preferred for Nanite meshes.

Measure the result in your own scene; conversion does not guarantee a particular performance gain.

How pieces are grouped#

Each group becomes one new component. Selected components share a group only when all of these match:

  • the static mesh;
  • the material in every slot, whether it is an override or the mesh's own material;
  • whether the piece is mirrored by a negative scale, including scale inherited from a parent;
  • the collision preset;
  • Collision Enabled.

Skipped components#

Components that cannot be converted are listed in the dialog with one of these reasons:

Reason in the dialog What to do
Not a static mesh component Select plain static mesh components.
Not a static mesh component (Already an instanced static mesh component) Break it out first to change its type.
Is the root component Keep the root and select other components.
Inherited or native, so this Blueprint cannot replace it Convert it in the Blueprint that adds it. On a level actor, only components added to that placed actor can be converted.
No static mesh assigned Assign a mesh first.
Has painted vertex colours, which instances cannot carry Keep the component, or turn off Skip Meshes With Vertex Colours and accept losing the paint.
Attached to a socket that cannot be resolved The socket is not on a static mesh parent, for example a skeletal mesh socket.
Has attached components that are not being converted Include its children, or keep the originals.
Fewer instances than the configured minimum Select more pieces, or lower Minimum Instances.

What a conversion creates#

  • Placement: each new component attaches to the closest component that is a parent of all its pieces and is not being converted, or to the root. Instances keep their exact placement, numbered in Components panel order.
  • Names: a prefix and the mesh name, such as HISM_SM_Rock or ISM_SM_Rock. A second group with the same mesh gets _2, then _3.
  • Always new: a conversion never adds instances to an existing instanced component.
  • Undo: the whole conversion is one Undo step.
Carried to the new component Left at defaults
Static mesh and the material in each slot Component tags
Collision preset and Collision Enabled Hidden and visibility settings; new components are visible
Cast Shadow, Dynamic Shadow, Static Shadow, and Receives Decals, taken from the first piece in each group Custom Primitive Data
Mobility from Result Mobility Collision responses changed beyond the preset
Draw distance, level-of-detail, lighting-channel, and other settings

Result Mobility is raised when needed to match the component the result attaches to. An Actor Blueprint's default scene root is Movable, so results in a Blueprint are usually Movable.

Originals are deleted by default. Kept originals are hidden in the editor and in game with collision turned off. Their own attached children stay visible.

The Convert dialog#

Part Content
Title Convert to Hierarchical Instanced Static Mesh or Convert to Instanced Static Mesh
Components to create N component(s) to create, holding M instance(s), then one line per new component with its mesh and instance count
Left alone N component(s) left alone, with a reason for each
Still referenced by graph nodes Variable nodes in this Blueprint's own graphs that use a component marked for deletion. Shown in a Blueprint when deleting originals. Other Blueprints and the Level Blueprint are not checked.
Delete original components Starts from Delete Originals By Default. Changing it updates the lists.
Buttons Convert, disabled when nothing can be converted, and Cancel

With Confirm Before Converting off, conversion happens straight away and skipped components are not reported.

Editing instances#

Click an instance in the viewport to select it, then use the gizmo. Instances of newly created components can be clicked by default. In the level viewport, clicking instances also needs Project Settings → Editor → Level Editor → Enable viewport static mesh instance selection.

In a Blueprint, moving an instance also updates placed copies that still use the old value. Add, Duplicate, and Delete in the panel apply to placed copies too.

Mesh Instances panel#

Part Details
Header The component and its mesh. The instance count is beside the filter box, or X of Y while filtering.
Warning strip This component's instances cannot be clicked in a viewport yet. Enable fixes it.
Filter Matches an instance number or text in its location.
# column Instance number. Sortable.
Location, Rotation, Scale Editable values, relative to the component. Editing a row changes only that instance. Sorting by Location orders instances by distance from the component's origin.
Selection Several rows can be selected. Selection follows the viewport in both directions.
Button Effect
Add Adds an instance on the first selected instance, or at the component's origin, and selects it.
Duplicate Copies the selected instances in place. They are selected only when Select New Instances is on.
Break Same as Break to Static Mesh Components.
Delete Removes the selected instances.
Copy Copies the first selected instance's transform.
Paste Applies the copied transform to every selected instance.
Reset Returns selected instances to the origin with no rotation and a scale of 1.
Focus Frames the first selected instance. Double-clicking a row does the same.
All / None Selects every visible row, respecting the filter, or clears the selection.

Each committed field edit is one Undo step. Paste and Reset add one step per instance. Selection changes are not recorded in Undo.

Which component the panel shows#

Show Instances points the panel at a component. With Panel Follows Selection on, it follows your selection: an instanced component selected in a Blueprint editor first, then one selected in the level, then the first instanced component on a selected actor.

An open Blueprint editor with an instanced component selected keeps pulling the panel back to that component. Deselect it there, or turn off Panel Follows Selection. Keep that Blueprint's Viewport tab open so selection and Focus reach it.

Highlight All When Component Selected selects every instance when you select the component while the panel is open. The gizmo then moves the instances rather than the component.

Breaking out components#

Selection Result
Some instances selected Only those become Static Mesh Components; the rest stay instanced.
No instances, or all of them, selected Every instance becomes a component.
  • Placement: new components are added beside the source, under its parent, exactly where the instances were.
  • Names: Broken Out Prefix, the mesh name, and the instance number. With the default prefix and a mesh called SM_Rock, that is SM_SM_Rock_3; change the prefix if you prefer.
  • Carried: mesh, materials, collision preset, Collision Enabled, mobility, the three shadow settings, and Receives Decals. Per-instance custom data and tags are not carried.
  • Refused: the root, inherited or native components, components with no mesh, and components with no instances.
  • Undo: the whole break is one Undo step.
Remove the instances that were broken out Whole component Selected instances
On (default) The source component is deleted. Those instances are removed from the source.
Off The source is kept, hidden, with collision off. The instances stay, overlapping the new components.

The dialog shows how many instances will become components, the mesh, and the range of names. It warns when the count exceeds Break Warning Threshold, but never refuses. With Confirm Before Converting off, breaking also happens without the dialog.

Settings#

Open Editor Preferences → Plugins → Mesh Instancer.

Category Setting Default Effect
Conversion Confirm Before Converting On Show the Convert and Break dialogs.
Conversion Delete Originals By Default On Starting state of Delete original components, and the choice used without the dialog.
Conversion Skip Meshes With Vertex Colours On Leave components with painted vertex colors unconverted.
Conversion Minimum Instances 1 Groups smaller than this are left alone. Minimum 1.
Conversion Result Mobility Static Static, Stationary, or Movable. Raised to match the parent when needed.
Naming Hierarchical Prefix HISM_ Name prefix for hierarchical results.
Naming Instanced Prefix ISM_ Name prefix for instanced results.
Naming Broken Out Prefix SM_ Name prefix for broken-out components.
Breaking Break Warning Threshold 256 Warn when a break would create more components than this. Minimum 1.
Breaking Remove Source Instances By Default On Starting state of Remove the instances that were broken out.
Instance Editing Enable Instance Editing On New components get clickable instances.
Instance Editing Panel Follows Selection On The panel follows the selected instanced component.
Instance Editing Panel Refresh Interval 0.1 s How often the panel refreshes, from 0.02 to 2 seconds. Reopen the panel after changing it.
Instance Editing Highlight All When Component Selected On While the panel is open, selecting the component selects all its instances.
Instance Editing Select New Instances Off Select the copies that Duplicate creates.

Console commands#

Both commands act on actors selected in the level.

Command Effect
MeshInstancer.Status Prints each selected instanced component's instance count and whether its instances can be clicked.
MeshInstancer.EnableInstanceEditing Makes the instances of selected components clickable and reports how many components changed.

Messages#

When Message
Conversion succeeds Created N instanced component(s) holding M instance(s).
Conversion fails The first error, or Nothing was converted.
Break succeeds Broke N instance(s) into separate static mesh components.
Break fails The first error, or Nothing was broken.
Nothing selected can be converted, without the dialog Nothing in the selection can be converted.
Nothing can be broken, without the dialog This component cannot be broken.
The Components panel could not be read The component hierarchy could not be read. Reselect the components and try again.
Focus finds no viewport A warning in the Output Log. Open the Viewport tab of the asset that owns the component.

Limits#

  • Show Instances and Break act on one component: the first selected instanced component.
  • Painted vertex colors cannot be kept per instance.
  • To switch between Hierarchical and plain instanced types, break the component out and convert it again.
  • Conversions always create new components; they do not merge into an existing one.
  • The graph-reference check covers variable nodes in the same Blueprint only.
Documentation
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